i think the big issue is that it is more of a rts than a 4x. Sins simply does not have enogh depth to be a 4x, yet it is too slow and mindless to be a rts. where does that leave us? i do a 10 hour civ game on sitting if i have nothing to do that weekend, and love it. however, i cringe at the thought taking a few hours playing Sins. the game is little more than a slow plodding rts. I'd even say C&C3 has more strategy in it than Sins (yes stratagy, not tactics) and we al
Toburk
No campagin is not an issue, most tbs\rts do exactly the same thing sins does, basically at least 95% of the time spend with such a gaem with be in the "skrimish" mode. that said I'm not entirely sure how I feel about the game. It has the whole expanse of solar systems, yet I feel very constrained while playing. The biggest problem I personally have experienced is that I get no joy out of playing Sins, but I [I]want[/I] to, thus why I haven’t given up on it yet. Perhaps the
Yea, I noticed the use of perpetual comeback and the slipper slope right away and it struck me as rather odd. The way they are used in sins is to hamstring the winning player, yet crush the chances of the losing player. I'm not entirely sure how I feel about the game. It has the whole expanse of solar systems, yet I feel very constrained while playing. The biggest problem I personally have experienced is that I get no joy out of playing Sins, but I [I]want[/I] to, thus why I ha
[quote]A ends up getting the upper hand, and B fleet takesheavy damage. If the upkeep was ship based instead of income based, it would allow B to rebuild (because his upkeep would have decreased a lot). However, under the current system, B still pays 75% of his income for a fleet he doesn't have anymore, and gets basically zero chance of coming back. A can take many of his planets while he builds up some fleet, and A becomes bigger and B smaller than they would have without the fixe
It seems to be that Sins has taken on the concept of "perpetual comeback" rather than the more often seen "slippery slope" design. the inherint problem with this is that the "perpetual comback" theory works much better in fast paced lightning round style action games. In Sins it results in the larger empire not having a significant advantage over its opponents, in fact the larger empire is actually more vunerable than his opponents, bar opportune choke points or bad planet randomizat